Daggerfall Unity 0.10.19

Discuss Daggerfall Workshop news articles.
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OMightyBuggy
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Re: Daggerfall Unity 0.10.19

Post by OMightyBuggy » Sun Feb 09, 2020 2:23 pm

Fantastic update. :D
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Timmuborgir
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Re: Daggerfall Unity 0.10.19

Post by Timmuborgir » Sun Feb 09, 2020 7:43 pm

Whooooo!!!

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Baler
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Location: Earth

Re: Daggerfall Unity 0.10.19

Post by Baler » Sun Feb 09, 2020 11:10 pm

HYPE

This actually has a couple fixes I was excited for being fixed.

Thank you to everyone who makes this project so great!

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Uncanny_Valley
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Re: Daggerfall Unity 0.10.19

Post by Uncanny_Valley » Sun Feb 09, 2020 11:16 pm

Prevent backwards time travel for vampire characters arriving at night
What? :lol:

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JorisVanEijden
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Re: Daggerfall Unity 0.10.19

Post by JorisVanEijden » Tue Feb 11, 2020 6:32 pm

Uncanny_Valley wrote:
Sun Feb 09, 2020 11:16 pm
Prevent backwards time travel for vampire characters arriving at night
What? :lol:
Yeah, that was a real fun one to figure out: viewtopic.php?p=39109#p39109

.
pango wrote:
Sun Feb 09, 2020 10:52 am
Personally I'd like to thank JorisVanEijden, impressive debugging efforts!
Thanks Pango. Really appreciated.
Fortunately there were some good bug reports.
The hardest part of bugfixing is usually getting the bug to trigger on your own machine. The saves people upload really help with that!

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pango
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Re: Daggerfall Unity 0.10.19

Post by pango » Sat Feb 15, 2020 9:42 pm

First tactical kill by fall damage during actual gameplay!

I was chased by two warriors, with no health in excess, in a dungeon block similar to Privateers Hold (that module again). I got around the large room to surprise them from behind. They were both waiting on the upper platform, I killed one at the door, and pushed the other from the platform down the large room...

It felt great 8-)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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